The Australian Game Developers Conference

BlueTsunami said:
The reason I think it looks so unbelievable is the scripted'ness of the video. Although,while watching the video, did some of you notice generic 3rd person camera views?
There was a rear-view clip that was very traditionally game-like. It was the attention to detail that impressed me, especially the inside views, plus the extremes of destruction including the tumbling car.
 
Shifty Geezer said:
There was a rear-view clip that was very traditionally game-like. It was the attention to detail that impressed me, especially the inside views, plus the extremes of destruction including the tumbling car.

I love the way the house explodes into little pieces :devilish:
 
Shifty Geezer said:
There was a rear-view clip that was very traditionally game-like. It was the attention to detail that impressed me, especially the inside views, plus the extremes of destruction including the tumbling car.

I'll put $5,000.00 on the final build of the game looking like that and the in-cockpit views.

Yes, we will be playing that. And that's why I am being patient and not blowing 400 bucks on the 360 right now. Especially while it's still all buggy.
 
!eVo!-X Ant UK said:
I have always beleived that motor storm was RT anyway, Evolution Studios are a very talented bunch of people, there WRC games for PS2 were out of this world.

http://www.barnespill.no/images/WRC4D.jpg
http://eur.i1.yimg.com/eur.yimg.com/xp/canjueg/20050427/12/157922549.jpg
http://www.emulationgalaxy.co.yu/images/reviews/wrc4/1.jpg
http://image01.depart.livedoor.com/free/edigi-ld/img1007666650.jpg

When you consider there pushin 12,000 polys per car and then factor in the draw distance it is quite amazing seeing it running. Infact i cant think of one racing game that has a draw distance as big as the one in wrc 3. In terms of there ability i would put them in the same league as Naugty Dog.

Yeah, WRC wasn't as slick looking as GT4, but they did some really amazing stuff not only visually, but especially elements like their representation of changing road conditions like potholes and ice patches and stuff like that in the last version of WRC. That's one of the things that gives me a lot of hope for this title. Those guys know what they are doing.
 
Polygons

!eVo!-X Ant UK said:
I have always beleived that motor storm was RT anyway, Evolution Studios are a very talented bunch of people, there WRC games for PS2 were out of this world.

http://www.barnespill.no/images/WRC4D.jpg
http://eur.i1.yimg.com/eur.yimg.com/xp/canjueg/20050427/12/157922549.jpg
http://www.emulationgalaxy.co.yu/images/reviews/wrc4/1.jpg
http://image01.depart.livedoor.com/free/edigi-ld/img1007666650.jpg

When you consider there pushin 12,000 polys per car and then factor in the draw distance it is quite amazing seeing it running. Infact i cant think of one racing game that has a draw distance as big as the one in wrc 3. In terms of there ability i would put them in the same league as Naugty Dog.

WRC has very very good technology. Although many elevation changes and many fixed objects like trees, grass and buildings are visible, draw-distance is maintained. Very impressive. I feel polygon count is higher than GT4 but overall appearance is only almost as good.

As for polygons of cars, are you certain of 12,000 number as advertised maximum number? I do not know for WRC5 but WRC4 had advertised maximum 20,000 polygons per car. I am curious of this.
 
The Motorstorm video is hard enough to do in prerendered CG already, I also have serious doubts that it's realtime. Especially the particle stuff.
The aliasing might be a result of low AA settings to get the renders done for E3, combined with image-based motion blur.


People shouldn't expect more from first-gen games that what we've seen from PGR3, GOW and the MGS4 demo so far. The limits of today's hardware on texture resolution, shading complexity and lighting will continue to set the general look of the games for a few more years; only after developers had a lot of experience with the consoles, can we start to expect games that look truly different.
 
ihamoitc2005 said:
As for polygons of cars, are you certain of 12,000 number as advertised maximum number? I do not know for WRC5 but WRC4 had advertised maximum 20,000 polygons per car. I am curious of this.

Im not sure but last i checked they were 12,000 but i think that might be for WRC3. I havent really read up on WRC4
 
liverkick said:
Its how natural everything moved, broke apart, deformed, animated etc. The malleability is on a whole other level compared to what we've seen before. Not to mention the amazingly realistic smoke, fire, debris, and mud splatter effects being thrown around. Thats what makes it look so unbelievable.

Like in every PS3 demo, and I completely agree with you, but if we think that every game out there (even XB360 as most of the most impressive (CPU side) ones are PC ports too, like TES:O and COD2 or UE3 based which run in it) should also run in a P4 which have 12gflops and PS3 Cell should have about ~18X and all of those fx are flop based, for me at least it makes all much more beliavable that indeed son of later we will see games like that.

PS: I speak that it should run as some of run or it would run if it is a P4 in the console already completely optimised (like XB run well games that ask for CPUs at the very least 2x faster (or more) and many times arent up to the job, being needed a even faster CPU to run well), that way I think that every game we saw (at least in their current state) would run in a P4, and still every modern game on the PC do not tax the CPU.
 
pc999 said:
, that way I think that every game we saw (at least in their current state) would run in a P4, and still every modern game on the PC do not tax the CPU[/URL].

If the modern day pc cpu's were'nt being taxed out then why is there a DEDICATED physics processor for PC??? surely the PPU would'nt be need cus the P4 are not being taxed. DOOM3 to my knowlege is REALLY cpu heavy cpus all the lighting i believe is calculated on the CPU....I think anywayz.
 
Laa-Yosh, do you think Motorstorm is do-able, esp in later half of PS3, when devs have mature/better tools and they gain experience? Thanks.
 
!eVo!-X Ant UK said:
If the modern day pc cpu's were'nt being taxed out then why is there a DEDICATED physics processor for PC??? surely the PPU would'nt be need cus the P4 are not being taxed. DOOM3 to my knowlege is REALLY cpu heavy cpus all the lighting i believe is calculated on the CPU....I think anywayz.

Well Q4 get 79,7 FPS in a P4 @ 2,8 (see the link), ina dedicated platfoform it should run much faster and more stable.
Anyway mi point is only that if every (or almost) game can run well in a PC CPU, why is it so hard to belive that in dedicated CPU about 18X more powerfull (for the specified purpose) that would be competely imposible (each SPU should be ~2x faster in flops than a P4 single core, it would be like having 18x P4).

Besides the PPU "is to get 200X the physics", or so they say.
 
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pc999 said:
Well Q4 get 79,7 FPS in a P4 @ 2,8 (see the link), ina dedicated platfoform it should run much faster and more stable.
Anyway mi point is only that if every (or almost) game can run well in a PC CPU, why is it so hard to belive that in dedicated CPU about 18X more powerfull (for the specified purpose) that would be competely imposible (each SPU should be ~2x faster in flops than a P4 single core, it would be like having 18x P4).

Besides the PPU "is to get 200X the physics", or so they say.

I second that one.
 
Nerve-Damage said:
Possible reasons:
* The AI code and a few other game specific logic code are still buggy (no pun intended), thus crashing (or slowing down) the Alpha Dev-Kits. Making it almost impossible too record some nice scripted game footage.
* The Alpha Dev-Kits aren’t up to snuff (yet) when running “everythingâ€￾ or it can be a combination of the two reasons.

I didnt hear that quate exactly but the man speaking to the clip "translated" it on being "realtime".
I think the Motorstorm vid was real but quite "pre-polished" because of little time.
Im pretty sure that visuals will be the end-result but probably just because of the "cinematic" look like in replays etz many didnt think it was possible ON E3 05 i should say :)
 
Heres a gif a poster on GAF named Forsete made. Its a certain part of the Motorstorm video that looks like a traditional racer

motorstorm2.gif
 
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This game reminds me somewhat of smuggler's run on the PS2. It was very repetetive, but a lot of fun when you had a couple of people over.
 
Smuggler's run was quite cool, especially the epic draw distance. Seeing as the game mechanics for something like this are pretty straightforward nowadays, with two years of development and a well-known nVidia toolset on their fastest type GPU on a closed-platform, I'm the sure the devs can spend a lot of time working on the special features. And if Havok or PhysX are sufficiently developed to make fairly good use of the SPE's, the enhanced physics shouldn't be beyond possible either. The obvious difficulties to me are the particles, especially mud on the window, debris, and tracks. Everything else seems doable with current methods without needing research of new techniques. Lose the mud and debris and UE3 could probably manage the same.
 
I love how the mud seems so....malleable and how it conforms to how your driving. It just looks so cool. Also, look how the motorcycle kicks up dust but right when it hits the mud the dust cuts out.
 
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